var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update }); 
var score = 0; 
var scoreText;

function preload() { 
	
		
		 game.load.image('sky', 'assets/sky.png'); 
		 game.load.image('ground', 'assets/platform.png'); 
		 game.load.image('star', 'assets/star.png'); 
		 game.load.spritesheet('dude', 'assets/dude.png', 32, 48); 
		 

	
	
	} 
	
	
	
	
function create() { 
		
		
		
		
		// A simple background for our game 
		game.add.sprite(0, 0, 'sky'); 
		// The platforms group contains the ground and the 2 ledges we can jump on 
		platforms = game.add.group(); 
		// Here we create the ground. 
		var ground = platforms.create(0, game.world.height - 64, 'ground'); 
		// Scale it to fit the width of the game (the original sprite is 400x32 in size) 
		ground.scale.setTo(2, 2); 
		// This stops it from falling away when you jump on it 
		ground.body.immovable = true; 
		// Now let's create two ledges 
		var ledge = platforms.create(400, 400, 'ground'); 
		ledge.body.immovable = true;
		 ledge = platforms.create(-150, 250, 'ground'); 
		 ledge.body.immovable = true;
		

		
		// The player and its settings 
		player = game.add.sprite(32, game.world.height - 150, 'dude'); 
		// Player physics properties. Give the little guy a slight bounce. 
		player.body.bounce.y = 0.2; player.body.gravity.y = 6; player.body.collideWorldBounds = true; 
		// Our two animations, walking left and right. 
		player.animations.add('left', [0, 1, 2, 3], 10, true); player.animations.add('right', [5, 6, 7, 8], 10, true);
		
		player.body.gravity.y = 6;
		
		
		stars = game.add.group(); 
		// Here we'll create 12 of them evenly spaced apart 
		for (var i = 0; i < 12; i++) { 
			// Create a star inside of the 'stars' group 
			var star = stars.create(i * 70, 0, 'star'); 
			// Let gravity do its thing 
			star.body.gravity.y = 6; 
			// This just gives each star a slightly random bounce value 
			star.body.bounce.y = 0.7 + Math.random() * 0.2; 
			}
		
		
		cursors = game.input.keyboard.createCursorKeys();
				
		scoreText = game.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#000' });
				
		
		} 
	
	
	
	
function update() {
		
		// Collide the player and the stars with the platforms 
		game.physics.collide(player, platforms);
		
		game.physics.collide(stars, platforms);
		
		
		
		// Reset the players velocity (movement) 
		player.body.velocity.x = 0; 
		if (cursors.left.isDown) { 
			// Move to the left 
			player.body.velocity.x = -150; 
			player.animations.play('left');
			
			 }
			  else if (cursors.right.isDown) { 
			  	// Move to the right 
			  	player.body.velocity.x = 150; 
			  	player.animations.play('right');
			  	 } 
			  	 
			  	 else { 
			  	 	// Stand still 
			  	 	player.animations.stop(); 
			  	 	player.frame = 4; }
			  	 	 // Allow the player to jump if they are touching the ground. 
			  	 	 if (cursors.up.isDown && player.body.touching.down) { 
			  	 	 	player.body.velocity.y = -350; 
			  	 	 	}
		
		game.physics.overlap(player, stars, collectStar, null, this);
		 }
		 

function collectStar (player, star) { 
	// Removes the star from the screen 
	star.kill(); 
	// Add and update the score 
	score += 10; 
	scoreText.content = 'Score: ' + score;
	}